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Viewports: Fixed a crash while a window owning its viewport disappear while being dragged.
t would manifest when e.g. reconfiguring dock nodes while dragging.
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@ -148,7 +148,9 @@ Docking+Viewports Branch:
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- Docking: fixed settings load issue when mouse wheeling. (#4310)
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- Docking + Drag and Drop: Fixed using BeginDragDropSource() or BeginDragDropTarget() inside a Begin()
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that returned false because the window is docked. (#4515)
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- Viewports: Viewports: fixed unnecessary creation of temporary viewports when multiple docked windows
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- Viewports: Fixed a crash while a window owning its viewport disappear while being dragged.
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It would manifest when e.g. reconfiguring dock nodes while dragging.
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- Viewports: Fixed unnecessary creation of temporary viewports when multiple docked windows
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got reassigned to a new node (created mid-frame) which already has a HostWindow.
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29
imgui.cpp
29
imgui.cpp
@ -3690,7 +3690,10 @@ void ImGui::UpdateMouseMovingWindowNewFrame()
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KeepAliveID(g.ActiveId);
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IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
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ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
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if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos))
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// When a window stop being submitted while being dragged, it may will its viewport until next Begin()
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const bool window_disappared = (!moving_window->WasActive || moving_window->Viewport == NULL);
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if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
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{
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ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
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if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
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@ -3707,17 +3710,20 @@ void ImGui::UpdateMouseMovingWindowNewFrame()
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}
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else
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{
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// Try to merge the window back into the main viewport.
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// This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
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if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
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UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
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if (!window_disappared)
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{
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// Try to merge the window back into the main viewport.
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// This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
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if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
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UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
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// Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
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if (!IsDragDropPayloadBeingAccepted())
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g.MouseViewport = moving_window->Viewport;
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// Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
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if (!IsDragDropPayloadBeingAccepted())
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g.MouseViewport = moving_window->Viewport;
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// Clear the NoInput window flag set by the Viewport system
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moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to crash here because Viewport was NULL.
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// Clear the NoInput window flag set by the Viewport system
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moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to crash here because Viewport was NULL.
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}
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g.MovingWindow = NULL;
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ClearActiveID();
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@ -11855,7 +11861,8 @@ static void ImGui::UpdateViewportsNewFrame()
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// Update mouse reference viewport
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// (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
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if (g.MovingWindow)
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// (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
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if (g.MovingWindow && g.MovingWindow->Viewport)
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g.MouseViewport = g.MovingWindow->Viewport;
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else
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g.MouseViewport = g.MouseLastHoveredViewport;
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